Example #1
0
 public void Initialize(BaseMotor motor, AbilityList abilities, AnimationSync animations, bool isOnServer)
 {
     Motor      = motor;
     Abilities  = abilities;
     Animations = animations;
     IsOnServer = isOnServer;
 }
Example #2
0
    // Use this for initialization
    void Start()
    {
        _animator = GetComponent <Animator>();
        _animator.SetInteger("WeaponState", WeaponState);

        _animator.SetBool("NonCombat", false);
        _animator.SetBool("Idling", true);

        _animSync = GetComponentInParent <AnimationSync>();

        _animSync.SubscribeTriggerAnimation(OnAnimationTriggered);
    }
Example #3
0
    void Start()
    {
        _motor         = _bodyIdentity.gameObject.GetComponent <BaseMotor>();
        _abilities     = _bodyIdentity.gameObject.GetComponent <AbilityList>();
        _animationSync = _bodyIdentity.gameObject.GetComponent <AnimationSync>();


        if (isServer)
        {
            _abilities.GrantAbility(new AbilityJump(_motor, _animationSync), AbilitySlot.Jump);
            _abilities.GrantAbility(new AbilityBasicAttack(_motor, _animationSync), AbilitySlot.Attack1);
        }
    }
Example #4
0
    // Update is called once per frame
    void Update()
    {
        // Animate
        var animationIndex = AnimationSync.GetAnimationIndex(Mathf.FloorToInt(20.0f / conveyorSpeed)) % sprites.Length;

        spriteRenderer.sprite = sprites[animationIndex];

        // Update rotation from direction
        bool dequeue = false;

        foreach (GenericFood obj in conveyedObjects)
        {
            if (currentDirection == DIRECTION.NORTH)
            {
                obj.transform.position += new Vector3(0, 0.005f) * conveyorSpeed;
            }
            if (currentDirection == DIRECTION.EAST)
            {
                obj.transform.position += new Vector3(0.005f, 0) * conveyorSpeed;
            }
            if (currentDirection == DIRECTION.SOUTH)
            {
                obj.transform.position += new Vector3(0, -0.005f) * conveyorSpeed;
            }
            if (currentDirection == DIRECTION.WEST)
            {
                obj.transform.position += new Vector3(-0.005f, 0) * conveyorSpeed;
            }

            if (Mathf.Abs(obj.transform.position.x) - Mathf.Abs(transform.position.x) > Mathf.Abs(this.gameObject.GetComponent <BoxCollider2D>().bounds.size.x) || Mathf.Abs(obj.transform.position.y) - Mathf.Abs(transform.position.y) > Mathf.Abs(this.gameObject.GetComponent <BoxCollider2D>().bounds.size.y))
            {
                if (nextConveyor == null)
                {
                    idleObjects.Add(obj);
                    dequeue = true;
                }
                else
                {
                    nextConveyor.addConveyedItem(obj);
                    dequeue = true;
                }
            }
        }

        if (dequeue)
        {
            conveyedObjects.Dequeue();
        }
    }
Example #5
0
    // Use this for initialization
    void Start()
    {
        animator      = gameObject.GetComponent <Animator>();
        _rigidbody2D  = gameObject.GetComponent <Rigidbody2D>();
        inventory     = gameObject.GetComponent <Inventory>();
        equipment     = gameObject.GetComponent <Equipment>();
        animationSync = gameObject.GetComponent <AnimationSync>();

        //	equipment requires an animation sync
        //	to sync the animation of worn items
        equipment.animationSync = animationSync;

        //	get the speech element and randomly
        //	update it
        speech = GetComponentInChildren <Text>();
        StartCoroutine(saySomething());

        GameState.SetState(GameState.States.Running);
    }
Example #6
0
        public void UpdateObjectsFromStates()
        {
            if (OWInput.GetInputMode() == InputMode.None)
            {
                // ? why is this here lmao
                return;
            }

            if (CameraBody == null)
            {
                return;
            }

            FlashLight?.UpdateState(FlashlightActive);
            Translator?.ChangeEquipState(TranslatorEquipped);
            ProbeLauncher?.ChangeEquipState(ProbeLauncherEquipped);
            Signalscope?.ChangeEquipState(SignalscopeEquipped);
            AnimationSync.SetSuitState(SuitedUp);
        }
 void Start()
 {
     playerAction   = gameObject.GetComponent <PlayerAction>();
     animations     = gameObject.GetComponent <AnimationSync>();
     movementScript = gameObject.GetComponent <MoveScriptCharacterController>();
 }
Example #8
0
 public AbilityJump(BaseMotor caster, AnimationSync animSync) : base(caster, animSync, Cooldown)
 {
 }
Example #9
0
 public BaseAbility(BaseMotor caster, AnimationSync animSync, float cooldown)
 {
     _caster   = caster;
     _animSync = animSync;
     _cooldown = cooldown;
 }
Example #10
0
 public AbilityBasicAttack(BaseMotor caster, AnimationSync animSync) : base(caster, animSync, Cooldown)
 {
 }